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PRESTERA DESIGNING INTERACTIVITY IN A MOBILE WORLD SEE WHAT’S POSSIBLE, EFFECTIVE, AND NEITHER Leading Edge Conference Philadelphia ASTD Ace Center, May 10, 2012 Gus Prestera, PhD Learning & Performance Strategist [email protected] http://www.presterafx.com

Designing Interactivity in a Mobile World

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There are two big design challenges facing IDs in the months and years to come as it relates to mobile learning: (1) how do we convert the hundreds of thousands of PC-based e-learning courses we’ve stockpiled and (2) how do we adapt our design tactics to take full advantage of a mobile device’s affordances and constraints? We’ll start answering these questions by taking an existing PC-based course and re-designing it to work on a mobile device. We’ll explore the interaction design, learning, and technological issues involved. Then we’ll do the same thing except this time we’ll worry less about converting and instead re-design the course from scratch to take full advantage of mobile technologies. This presentation comes from the 2012 Philadelphia ASTD Leading Edge Conference.

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Page 1: Designing Interactivity in a Mobile World

PRESTERA FX

DESIGNING INTERACTIVITY IN A MOBILE WORLD

…SEE WHAT’S POSSIBLE, EFFECTIVE, AND NEITHER

Leading Edge ConferencePhiladelphia ASTD

Ace Center, May 10, 2012

Gus Prestera, PhD

Learning & Performance [email protected]

http://www.presterafx.com

Page 2: Designing Interactivity in a Mobile World

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Designing Interactivity in a Mobile World 2

FROM E TO MCONVERTING OUR EXISTING E-

LEARNING TO SMARTPHONE-BASED M-LEARNING

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Designing Interactivity in a Mobile World 3

Tips for Going From E to M

1. From horizontal to vertical orientation2. From all-at-once to parsed out3. From always there to only-when-needed4. From help screen to intuition and dialog5. From books to learning objects6. From mouse clicks to finger tapping7. From eye candy to info-graphics8. From “Are you sure….?” to “Let’s make sure….”9. From loud & proud to “Shhh, you’re in the quiet car!”10. “Keep it pithy!”

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Tip #1. From horizontal to vertical orientation

http://www.presterafx.com/pfx/demos/m_web/index.htm

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Tip #2. From all-at-once to parsed out

http://www.presterafx.com/pfx/demos/ep_motion/index.html

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Tip #3. From always there to only-when-needed

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Tip #6. From mouse clicks to finger tapping

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Designing Interactivity in a Mobile World 8

Using motion to optimize space

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Designing Interactivity in a Mobile World 9

How would you convert this game for a smartphone?

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Table-Top Activity: Convert Busy Bee!

http://www.presterafx.com/pfx/demos/ep_show/index.html

Remember…

1. From horizontal to vertical orientation

2. From all-at-once to parsed out

3. From always there to only-when-needed

6. From mouse clicks to finger tapping

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UNLOCKING THE POTENTIAL OF M-LEARNINGIF WE WEREN’T CONVERTING AND COULD DESIGN THINGS ANY WAY WE WANTED, HOW WOULD WE

LEVERAGE SMARTPHONES?

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Some Smartphone Affordances

1. Touch: Senses touch, multi touch, flick, ‐double tap, pinch, drag‐

2. Movement: Senses physical movements, such as tilt, shake, and motion

3. Geography: Judges geographic location and relates to geographic information systems

4. Augmented Reality: Superimpose virtual reality onto physical world

5. Connectivity: Maintains connectivity as we move

6. Communication: Interacts with other mobile devices: conferences with other learners

7. Integration: With printers and other networked devices; with databases, streaming media, and the web while on the move: interacts with other apps

8. Productivity: Interacts with productivity tools that are already being used for work tasks

9. Media Creation: Capture photos, audio, and video on the move

10. Immediacy: Communicate instantly with others

11. Scanning: Scans documents and QR codes

12. Size! It can go anywhere with us

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GEP FoR President!

Gus E. PresteraTraining You Can Believe In

GuidanceExamplesPracticeFeedbackReflectionMore Practice!

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GEPFRP and Salesforce Effectiveness

• Guidance: Video documentary segments, peer best practices

• Examples: Videos of real interactions, manager role plays with high performers, virtual job shadow

• Practice: Role playing in the classroom and sales team meetings…and more practice through virtual role plays

• Feedback: Trainer/actor, peer, manager

• Reflection: Recorded practice and real calls, online development plan app

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Table-Top Activity: Now You Try It!

• Sponsor: ASTD National

• Goal: Train and certify members as mobile learning design specialists

• Audience: Members who are Instructional Designers with MEds and 5-10 years of ISD experience

• Your Challenge: How could ASTD leverage smartphones to accomplish their goals with this national audience?

Remember…

GuidanceExamplesPracticeFeedbackReflectionMore Practice!

Page 16: Designing Interactivity in a Mobile World

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DESIGNING INTERACTIVITY IN A MOBILE WORLD

…SEE WHAT’S POSSIBLE, EFFECTIVE, AND NEITHER

Leading Edge ConferencePhiladelphia ASTD

Ace Center, May 10, 2012

Gus Prestera, PhD

Learning & Performance [email protected]

http://www.presterafx.com

Thank you!!!